tf2 mmo/rain mode idea

hey guys, I had a cool idea, I wanted a tf2 mmorpg (because why not) and I got thinking about how to make it possible in the end the game mode I came up with was like a combo of CTF and CP

TLDR.
it would be on a huge map with large teams the end goal would be to cap the flag but on the way there are capture points probs like 30 on the map total. these would give advantages like forward spawns, crits, and through out the game you would cap these while working towards the final objective

more depth.
the points can be capped in any order (think steel) the mmo thing comes from the fact you go anywhere to build up to a big goal. also, it's kinda like a big raid. it's also kinda like a moba. also the points are not like 5cp as in you can get the final point without needing to get all the others. to keep it moving I'll spawn in spells and pve enemies. I'm also considering mvm upgrades to make it feel more RPG like.

if you can think of any improvements or wanna help comment
also, bear in mind this is just a concept

Unless C++ works differently in regards to arrays, you would just need to change the limit size just when the array is initialized.

I'm more interested in which why they use fixed arrays for such a thing. Why not use array lists (or, the c++ equivalent)?

Click to expand...

Due to the spaghetti TF2 is, you could meet many problems. For example if they just hardcoded 8 instead of having a constant, they'll need to change that 8 whenever they iterate through points or do a similar action that regards array's size - and it's hard to guarantee you changed it in all places.
Hardcoding is bad.

Unless C++ works differently in regards to arrays, you would just need to change the limit size just when the array is initialized.

I'm more interested in which why they use fixed arrays for such a thing. Why not use array lists (or, the c++ equivalent)?

Click to expand...

It does. With C and C++ you have to specify the array size at declaration time. And it's not bounds checked when used. If the compiler even knows the array size at the access spot, it can happily assume that the index will be in range. Because doing out of range array access is undefined behavior. Which is a get-out-of-jail card for the compiler to do anything it likes, up to and including assuming that it can't happen.

As for why? Laziness.

The only guy who cares about the difference between a material and a texture.

couldn't you not make a custom gamemode that "fakes" control points? I mean that instead of an ingame HUD prompt, there's a circle surrounding the point. When uncapped, it is grey, but when a certain team captures it more, the circle slowly fills up with the teams colour. You could make it so that once a capture is initiated, it can't be contested, meaning that it just needs an animated model of sorts that just changes texture. You can use triggers on a delay to set the capture point, perhaps making it so that once a capture is initiated it will go all the way up, as walls close on the point, sealing the capper and point from the outside world. A trigger on a delay would time how long it takes to cap based on the animated model/texture's progress, perhaps having quicker or slower versions for different points. You could have a huge array of disabled and enabled triggers to state what happens when a point is capped, say a hole in a wall opens, with a powerup or a steady stream of bots coming out, and if you mean to do something like LoL, where you have to destroy objects to advance and win, you can do breakable brush objects, that have triggers tied to them.Could that work or is this just a product of my wild imagination?....

I came to this text box because....Why not? I mean, you just write stuff here so people can hopefully notice it at the end of posts. Well now you noticed, gday to you my fellow human being.
Current maps: CP_bunker